For this, we turn to Fight as One, which often can protect and pump two creatures thanks to our mixture of Humans and non-Humans, while Sejiri Shelter comes with the upside of being a land, which helps to make up for the fact that two mana is about one more than we'd like to pay for a spell that gives a single creature protection from a color until end of turn
X s Dragon Rush , and attaching it too late might cost you the game
It copies something, sure, but it doesnt fit the deck, and it is too expensive
Focus on Voltron
It turns all of your Elemental tokens into a Lightning Bolt, and thats the kind of power you simply love to see

Scoria Wurm - Not that exciting, but its a cheap threat that you could hopefully keep alive longer with Krark's Thumb Mirror March - This can get out of hand really quickly, and there's basically no downside to losing flips Yusri, Fortune's Flame - Designed to be a commander, but it's a solid card to include in the 99 as well Goblin Traprunner - Tons of easy flips with no downsides Squee's Revenge - Can be a huge card draw Planar Chaos - This one can be a bit annoying and might only be good if you also have Krark's Thumb, but it lets you play more controlling Krark, the Thumbless - Similar to Planar Chaos, use at your own risk Frenetic Efreet and Frenetic Sliver - A single card that lets you flip as many coins as you want (you can activate the ability as many times as you want before you let any of the activations resolve, and then even if he dies you still flip all the coins) Puppet's Verdict - A sweeper that let's you control what to kill if you can manipulate the flip As for other cards that I think could fit the strategy of the deck, I would focus on ways to multiply your other effects (extra upkeep steps, copying your permanents, doubling your abilities, etc)
